A Special-ammo Kinetic linear fusion whose entire job is shields. It ignores elemental matching, deletes any combatant shield in a single slug, and carries intrinsic anti-Barrier in the Special slot. That frees the whole rest of the build to be greedy. Run it on Prismatic with Gyrfalcon's Hauberk: invis off Stylish Executioner, Volatile Rounds on emerge, finisher-fed reserve overshields for the fireteam — and a shield-break instantly refills the mag. Arbalest answers the one thing your Void weapon can't, so everything else gets to chase damage.
The weapon
Compounding Force (intrinsic): Fires slugs that cause massive damage to combatant shields. Strong against [Shield-Piercing] Barrier Champions.
Catalyst — Genesis:Breaking a combatant's shield with this weapon fills its magazine from reserves. Energy weapons regenerate ammo on hit when matching the damage type to the combatant's shield.
One slug pops any shielded combatant regardless of element — there is no element-match penalty, which is the whole point of the gun — deals bonus shield damage, and intrinsically stuns Barrier Champions from the Special slot rather than costing you a champion mod. Genesis then refunds the magazine from reserves on every shield break, so the anti-shield duty is nearly ammo-neutral: you can strip a room of shielded majors without reloading. The second Genesis clause, "Energy weapons regenerate ammo on hit when matching the damage type," is a fireteam perk — when Arbalest pops a shield, allies running the matched energy element top up their own reserves. In practice Arbalest is a Barrier tool, a shield shredder, and a support ammo battery in one Special slot.
Loadout
Slot
Pick
Why
Subclass
Prismatic Hunter
Mixes Void invis (the Gyrfalcon engine) with Solar/Stasis verbs; Arbalest is Kinetic, so it never fights the subclass element.
Super
Shadowshot: Deadfall
Tether suppresses and weakens the pack — a debuff-bucket multiplier on the slug and every other gun. (Golden Gun if you want single-target burst instead.)
Class ability
Gambler's Dodge
Refunds melee energy on dodge near enemies; chains with Vanishing Step for on-demand invis into emerge into Volatile.
Movement
Triple Jump
Extra aerial control to reposition to a safe finisher and set up airborne Ascension casts.
Melee
Snare Bomb (Void) or Withering Blade (Stasis)
Snare Bomb is a second invis source plus smoke; Withering Blade slows/freezes for a shatter side.
Grenade
Magnetic Grenade
Attaches and double-detonates a priority target; a Void grenade kill arms Facet of Bravery → Volatile Rounds.
Aspect 1
Stylish Executioner
Any elementally-debuffed kill grants invisibility and Truesight; Volatile/weaken/scorch are everywhere here, so invis is near-permanent.
Aspect 2
Ascension
Airborne class-ability cast amplifies allies, jolts, and bursts the area — the Arc add-clear between Arbalest shots. (Swap to Winter's Shroud for a Stasis slow-loop variant.)
Fragments
Bravery · Courage · Protection · Hope · Dawn
Arm the Volatile loop, boost debuffed damage, add GM damage resistance, keep the class ability charged, and hand yourself Radiant.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Volatile Rounds on emerging from invis and, on an invisible finisher, team overshields plus bonus weapon damage — the survivability and buff engine Arbalest keeps online.
Weapons
Void primary (energy) + Heavy MG or burst Rocket/GL
The Void primary drives Gyrfalcon's Volatile Rounds and is your sustained add-clear; the Heavy carries Unstoppable so Arbalest (Barrier) + Heavy + artifact = full champion coverage.
Fragments
Facet of Braverygrenade kills → Volatile Rounds for Void weapons, arming the Gyrfalcon loop without emerging
Facet of CourageLight abilities hit Stasis/Strand-debuffed targets harder — synergises with the debuff spread
Facet of Protectiondamage resistance while surrounded — GM survivability
Facet of Dawn (elemental-melee Radiant for a personal damage bump). Drop one if the fragment cost overruns; Bravery + Protection are the non-negotiables
Why it works (the mechanics)
Arbalest solves the one problem Prismatic invis can't. A shielded combatant or a Barrier champion is exactly what stalls a finisher loop. Arbalest one-shots any shield with no element-match tax and stuns Barrier intrinsically, so the Special slot never goes dead and the rest of the kit stays free for damage and utility.
Genesis makes the anti-shield role ammo-neutral. Every shield break refills the magazine from reserves, so you can clear a pack of shielded acolytes or knights without ever reloading. That is why Arbalest doubles as add-clear, not merely a champion tool, and why its uptime is so high in GM rooms full of shielded majors.
The invis engine is self-sustaining off debuffs you already make. Volatile (Bravery + Gyrfalcon), weaken (Deadfall/Snare), and Arc jolt (Ascension) all count as elemental debuffs for Stylish Executioner: debuffed kill → invis → emerge → Volatile Rounds → more debuffed kills → invis. Arbalest's downtime is the invis window.
Finisher → fireteam overshield is the GM payoff. An invisible finisher kill hands reserve overshields and improved class-ability regen to the whole team, deployable on dodge. Arbalest keeps you alive long enough to land the finisher by neutralising shielded threats before they punish you.
Champion coverage splits cleanly across the kit. Arbalest = Barrier (intrinsic, no mod, no element match). That frees the artifact and the Heavy to cover Unstoppable and Overload, so one exotic clears an entire champion lane without spending a mod slot.
Deadfall multiplies the slug. Tether suppresses and weakens the pack, and weaken is a debuff-bucket damage multiplier stacked on top of Arbalest's already-high per-shot LFR damage — a tethered Barrier champion eats a weaken-boosted slug to the face.
Stats & mods
Weapons 200 → Health → Class. Weapons feeds the slug's PvE damage and your Void primary; Health carries GM durability under the reserve overshield; Class keeps Gambler's Dodge — the invis trigger — charged. The archetype leans Weapons/Health survivable-DPS with Super as the dump stat, since Deadfall is a debuff tool cast on cooldown rather than your damage source.
Mods:
Boots: Linear Fusion Rifle Loader/Scavenger + Kinetic Weapon Surge ×2 (+17% damage on the slug at x2 Armor Charge) + Orbs of Restoration.
Arms: Special Ammo Finisher (feeds Arbalest reserves) + LFR Loader + Melee Font.
Chest: Arc/Solar/Void Resistance (flat DR under the overshield) — GM staple.
Class item: Powerful Attraction (dodge vacuums orbs) + Bomber + Class Font.
Surge: Kinetic Weapon Surge ×2 on boots to funnel Armor Charge straight into the slug.
Anti-Champion: none needed for Barrier (Arbalest is intrinsic); slot Unstoppable/Overload from the current artifact + Heavy archetype.
Artifact — Hunter's Journal
The Void/Prismatic artifact for a Prismatic-Void invis build: it banks the weaken from Deadfall/Snare into overshields and bonus damage, and turns Arbalest's constant shield-breaks and Barrier stuns into ability energy. Barrier is intrinsic on Arbalest, so the artifact leans into the verb loop instead of buying a champion stun; carry Unstoppable/Overload on the Heavy's archetype.
Picks (2/3/2):
Tier 1: Elemental Siphon · Press The Advantage
Tier 2: Void Hegemony · Radiant Orbs · Counter Energy
Tier 3: Expanding Abyss · Shieldcrush
Elemental Siphon turns Kinetic Arbalest kills into Prismatic pickups, feeding Orbs and transcendence fuel that the rest of the loop spends.
Press The Advantage grants instant stability/handling/reload when you break a shield — exactly Arbalest's role, so the gun stays snappy through a room of shielded majors.
Void Hegemony converts the Prismatic + Deadfall/Snare weaken you generate into a free Void overshield for GM survivability.
Radiant Orbs leans on the build's heavy Orb economy to grant Radiant on pickup — a flat damage bump on top of the slug and the primary.
Counter Energy refunds your least-charged ability on every champion stun, and Arbalest stuns Barrier intrinsically, so the stuns pay directly back into ability uptime.
Expanding Abyss makes your Void primary deal more to Deadfall-weakened packs, multiplying the tethered-target damage between slugs.
Shieldcrush lets the Void overshield and Radiant you now generate recharge melee and grenade faster, keeping Snare Bomb/Magnetic online to feed the invis loop.
Where it shines
Grandmaster Nightfalls / −40 content: the canonical Arbalest home. Intrinsic Barrier in the Special slot, instant shield-strip on the shielded majors that define GM rooms, and the Gyrfalcon invis/overshield layer for survivability.
Shielded-add density (Vex, Cabal, Scorn): Genesis turns Arbalest into a no-reload shield shredder, so it clears shielded packs rather than only single champions.
Team survival content: the invisible-finisher reserve overshield and improved class regen extend to nearby allies, making this a support anchor for a struggling fireteam.
Champion coverage:Barrier — intrinsic on Arbalest (no mod, no element match). Pair the Heavy archetype or an artifact mod for Unstoppable and Overload; Deadfall's suppress also neuters Overload behaviour and locks down ability-spam elites. Verify the current 9.7.0 artifact for the exact Unstoppable/Overload sources before locking the other two slots.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
All 15 sockets used, 10 energy per masterworked piece; costs from the manifest. Core mods are the build's engine; fill mods are strong defaults — swap freely (chest resists should match the activity's damage types).